Eiviyn, you possibly have your signatures to being posted only once on a page. Check it out on your account signature settings.
About missiles: I don't know how many times I've to say that. I think this topic taking up 80% of all my frustration about the balance in the game. Yeah, you can make missiles with splash, but how do they can be dodged? And how that's revolve around their dominating power? I've expected them to get nerfed, you've just come with idea making them also good against bio masses. No problem, but m'lady, make them shoot only each 4 seconds, or describe your dodge idea. I'm personally believe it's better feat for some mortar-kind weapon with explosion projectile, that can be dodged, not the missiles that are homing by the nature.
I'm not playing this map until there are weapon reworks that i mentioned.
- Machineguns must shoot each 0,5 second but deal 5/10/20/40+x damage, that will increase the DPS output for 10% only and will look properly for their name.
- MG lvl1 must have Ghost attack projectile
- MG lvl2 must have Goliath attack projectile. If it's still will be too small, correct the scale manually.
- MG lvl3 must have Interceptor attack projectile
- MG lvl4 must have Phoenix attack projectile
- Cannon lvl4 must have Queen of Blades attack projectile
- Cannon lvl2 and lvl3 projectiles should be switched
- Siphon must shoot once eacch second, deal half the current damage and restore half the current value of shield.
I think one shop is ok, if you're just say the inventory row on each sub-menu button. There are no need for any other sub-menus.
Also, syphon shoots even with no sufficient energy gathered.
Also, syphon shoots even with no sufficient energy gathered.
It doesn't shoot at full power. If you have half the required energy, it will fire half a volley. The energy requirement is per full volley, but the weapon will still fire half volleys if it can.
Missiles are units. I'd basically turn them into banelings and change the missile mover to ballistic. They'd fire at where you were, and you'd be able to dodge them. The downside is that sc2 only works in one plane, so air units would be graphically kinda messed up dodging these things. I probably won't go through with this yet.
I have a graphical update patch coming. I'm pretty happy with the machine gun graphics however.
When there will be another productive update ? New weapons, and reward for killing ?
I dont have anything to play :) . And this is boring playing against AI, since its almost useless to kill players... you just have to dodge them.
Another thing what boring is, are those armor regens, and dont use hit points, use armor everywhere... I see health and armor but its same thing, just confusing people.
I played the map again yesterday, after about two weeks of not playing it, and sadly have to admit I like it a little less. The new item upgrading system works pretty well, but the playable part of the map is simply less fun. It seemed to be a rush to end-game, after which you quickly max out on your items and the entire game becomes about either sniping enemy heroes or countering them.
The reason your map doesn't do well in end-game is because at that point it basically turns into a standard AoS-style game with a lot less customization options. Compare it to HotAT, for example - even if everyone is maxxed out, you still have different kinds of heroes and know what kind of abilities to watch out for in which heroes. Actual micro applies. In this map, everybody just upgrades his weapons/armour and abilities don't really make a lot of difference - either you 3-shot him or he 3-shots you. Earlier on in the game everybody is specializing in a specific playstyle (armour, weapons, drones, etc) and doesn't have everything maxxed out yet, allowing for a lot more variety in play.
End-game, as it is now, is just downright boring. And even if it isn't, once everyone becomes maxxed out you're really just waiting for an opportunity to 3-shot their defense towers and then planetary fortress. Unless you completely overhaul the map, this probably won't change, so I would simply suggest slowing down the pace of the game and keeping folks in early/mid-game a little bit longer.
Fair number of graphical updates. Mostly abilities.
Altered most abilities to be more useful.
Fixed (hopefully) save system.
Added the pilot respawn system. You will respawn after 20 seconds as usual, however now you will spawn at the closest spawn point to your pilot. Your pilot is invisible, invulnerable and may teleport anywhere on the map.
Various other small changes.
I'll be playing the game a lot in the coming time to iron out any gameplay issues I see. Thank you for the continued feedback!
Wait, still no kill fix ? I mean its boring. There is no challenge. Basically what you have to do is keep away from enemies, Busy rockets(later mguns) buy all mguns drones.
Coz this is fastest farm setup.
Then farm for tank, armor healing. No varietly in there...
So, you need to fix up the passive income in later game, so it's not that huge and return killing reward back, and give extra minerals for killing enemies on a killing spree.
Ugh... There were so many things i wanted to say but forgot >.<
1.) Can you enable replay recording for the next version? It's hard to cast the map live with all the microing... PM me if/when you do this, disable during version after that if you want to.
2.) Pilot has vision. Not good. I rely on abusing cliffs so that people can't hit me cause they can't see me - if i kill someone he can just blink to the ramp and run up, giving everyone vision. pilots should have no vision so that their only purpose is to pick a spawn point
3.) It always says "Statistics saved". What does it save?
4.) Maybe add really expensive level 5 items (40-50k minerals each. Or add vespene to the cost as well?) This will make the game more interesting late game because you can continue to customize stuff and arent stuck with 200k minerals and equal stats as your opponent... Games rarely get to that point, but this would extend that point REALLY far
5.) Suggestion for use of vespene gas: Ability upgrades? Unique items?
6.) Give the wraith 25-50 more health? *puppy-eyes*
7.) If creeps kill someone, dont let a player get the kill (unless the player is still alive and attacked the dying player within the last 5 seconds)
I'll come back with more once i remember my ridiculously long list... Also, if you have the time, mind explaining why you disagree with any points i have stated, if you disagree with them? Just wanna know :) Thx.
Replay recording is enabled. I'll check that out, sure it isn't in some subfolder somewhere?
I agree, that's an oversight on my part. Pilot vision is gone.
Right now the only saved stat is unit kills, displayed on your unit's info pane.
I disagree with adding more expensive items right now. I feel that the problem is my income model. This is my current income model;
Any income model I make must support playstyles that don't require you to kill things. I want this so that pure healer or supporter styles are available for play.
I plan for vespene to be used for 1-time units that will make their way towards the enemy base. I'm trying to add this in the next version. Ability upgrades for vespene does sound rather fetching though...
I perhaps did go a little overboard with nerfing the wraith's hp.
The kill system right now is that the game records who has hit who and saves it to a variable. When that player dies, the person who scored the last hit will be credited. I'll probably look to a more powerful system whereby the game records who has done the most damage to you, and credits that person. I had a hell of a lot of complaints in the past about the previous "Last hit, kill" score system because the AI marines seem to be completely adept at killstealing.
Im bored, i'll try and get you a working kill credit system. Halfway through already anyway ;) Hope it'll prove useful. Be back in a couple of minutes with it.
I'm not playing this map until there are weapon reworks that i mentioned.
- Machineguns must shoot each 0,5 second but deal 5/10/20/40+x damage, that will increase the DPS output for 10% only and will look properly for their name.
- MG lvl1 must have Ghost attack projectile
- MG lvl2 must have Goliath attack projectile. If it's still will be too small, correct the scale manually.
- MG lvl3 must have Interceptor attack projectile
- MG lvl4 must have Phoenix attack projectile
I perhaps did go a little overboard with nerfing the wraith's hp.
About the Wraith/Fighters: Is there something that makes Air units have shorter range than Ground? Felt like this yesterday when I had my Wraith vs a Hellion (both with missiles), the Hellion would fire the instant I got within the 10 range but the Wraith still had to close the gap and would spend 1-2 seconds decellerating before it got a shot off, and in some cases wasn't able to get a shot off whereas the Hellion was.
I think that removing a weapon slot from them might have been a mistake too since a single Drone is going to be pretty worthless. Their HP is fine for what they are (super-fast hit+run fighters), would prefer seeing them excel in that role rather than just end up being a flying mech.
I think their HP is fine for what they are (super-fast hit+run fighters), would prefer seeing them excel in that role rather than just end up being a flying mech.
I don't want a huge health boost. 25-50 is enough. Wraith just dies way to fast in comparison to all other vehicles. I tried playing siege tank as my first vehicle, and i die rarely early game. Wraith just gets owned by everything... i and my ally (raven) TOGETHER couldn't take out a lone siege tank because in comparison to us, it had way too much health to kill before we died. The raven at least has 150 shields, which makes it have a third more total health than the wraith...
Edit: Done with the kill system. Copy the triggers and variables, i left comments inside to explain what i do, and i hopefully didn't miss anything.
Copy triggers and variables, then use the "killing player" variable for whatever you need. Hope you find it useful :)
Also, if anyone else wants to use it... Feel free.
sc2 mapster file system is completely broken for me. I can't see any images on the site, nor download any files. Would you mind uploading it somewhere else? Dropbox for example.
I shouldn't reveal too much about the inner workings of the map, but the way my system handles death is a little... different than most. Very sneaky.
Made a pretty nifty system for replacing dead turrets. I don't plan to allow landing towers to be replaceable. If this goes well I'll expand upon it. I'll upload today. There's various small changes and bug fixes that'll come along with the turret change.
I'll always be making one step at a time with updates to avoid issues I've had in the past with making too many changes too soon. If this goes well, I'll allow turrets to be upgradeable for vespene, neutral turret build locations and/or perhaps a huge artillery turret that is built in your base costing around 3000 vespene. Basically a game ender that will shell enemy buildings. Shall see. Right now I'll leave it at replacing dead turrets.
Turrets are also weaker, but scale over time like infantry. This should improve early game play, I hope. I've also lowered the income a little to extend the midgame. I'm hoping that the combination of weaker but scaling turrets and extended midgame will solve a few issues.
You can build on enemy turret slots. This is quite intentional and I don't plan to change it.
hurg.. bombs are still being shot down. in what country do you live where your main weapon versus airstrikes is an MG?
its noble of you that your income system wants to support healer, but a time based everyone gets the same isnt solving the issue.
if the killmoney would be greater than the time based income.. then it might work. right now its like making every lvl3 weapons free on 15 minute mark.
Eiviyn, you possibly have your signatures to being posted only once on a page. Check it out on your account signature settings.
About missiles: I don't know how many times I've to say that. I think this topic taking up 80% of all my frustration about the balance in the game. Yeah, you can make missiles with splash, but how do they can be dodged? And how that's revolve around their dominating power? I've expected them to get nerfed, you've just come with idea making them also good against bio masses. No problem, but m'lady, make them shoot only each 4 seconds, or describe your dodge idea. I'm personally believe it's better feat for some mortar-kind weapon with explosion projectile, that can be dodged, not the missiles that are homing by the nature.
I'm not playing this map until there are weapon reworks that i mentioned.
- Machineguns must shoot each 0,5 second but deal 5/10/20/40+x damage, that will increase the DPS output for 10% only and will look properly for their name.
- MG lvl1 must have Ghost attack projectile
- MG lvl2 must have Goliath attack projectile. If it's still will be too small, correct the scale manually.
- MG lvl3 must have Interceptor attack projectile
- MG lvl4 must have Phoenix attack projectile
- Cannon lvl4 must have Queen of Blades attack projectile
- Cannon lvl2 and lvl3 projectiles should be switched
- Siphon must shoot once eacch second, deal half the current damage and restore half the current value of shield.
I think one shop is ok, if you're just say the inventory row on each sub-menu button. There are no need for any other sub-menus.
Also, syphon shoots even with no sufficient energy gathered.
It doesn't shoot at full power. If you have half the required energy, it will fire half a volley. The energy requirement is per full volley, but the weapon will still fire half volleys if it can.
Missiles are units. I'd basically turn them into banelings and change the missile mover to ballistic. They'd fire at where you were, and you'd be able to dodge them. The downside is that sc2 only works in one plane, so air units would be graphically kinda messed up dodging these things. I probably won't go through with this yet.
I have a graphical update patch coming. I'm pretty happy with the machine gun graphics however.
When there will be another productive update ? New weapons, and reward for killing ?
I dont have anything to play :) . And this is boring playing against AI, since its almost useless to kill players... you just have to dodge them.
Another thing what boring is, are those armor regens, and dont use hit points, use armor everywhere... I see health and armor but its same thing, just confusing people.
Also, some abilities are useless.
so you will NEVER hit a player with missiles..?
make bombs invunlnerable.. its just plain stupid to shoot bombs falling at you.
I played the map again yesterday, after about two weeks of not playing it, and sadly have to admit I like it a little less. The new item upgrading system works pretty well, but the playable part of the map is simply less fun. It seemed to be a rush to end-game, after which you quickly max out on your items and the entire game becomes about either sniping enemy heroes or countering them.
The reason your map doesn't do well in end-game is because at that point it basically turns into a standard AoS-style game with a lot less customization options. Compare it to HotAT, for example - even if everyone is maxxed out, you still have different kinds of heroes and know what kind of abilities to watch out for in which heroes. Actual micro applies. In this map, everybody just upgrades his weapons/armour and abilities don't really make a lot of difference - either you 3-shot him or he 3-shots you. Earlier on in the game everybody is specializing in a specific playstyle (armour, weapons, drones, etc) and doesn't have everything maxxed out yet, allowing for a lot more variety in play.
End-game, as it is now, is just downright boring. And even if it isn't, once everyone becomes maxxed out you're really just waiting for an opportunity to 3-shot their defense towers and then planetary fortress. Unless you completely overhaul the map, this probably won't change, so I would simply suggest slowing down the pace of the game and keeping folks in early/mid-game a little bit longer.
Version 1.49
I'll be playing the game a lot in the coming time to iron out any gameplay issues I see. Thank you for the continued feedback!
Wait, still no kill fix ? I mean its boring. There is no challenge. Basically what you have to do is keep away from enemies, Busy rockets(later mguns) buy all mguns drones.
Coz this is fastest farm setup.
Then farm for tank, armor healing. No varietly in there...
So, you need to fix up the passive income in later game, so it's not that huge and return killing reward back, and give extra minerals for killing enemies on a killing spree.
Ugh... There were so many things i wanted to say but forgot >.<
1.) Can you enable replay recording for the next version? It's hard to cast the map live with all the microing... PM me if/when you do this, disable during version after that if you want to.
2.) Pilot has vision. Not good. I rely on abusing cliffs so that people can't hit me cause they can't see me - if i kill someone he can just blink to the ramp and run up, giving everyone vision. pilots should have no vision so that their only purpose is to pick a spawn point
3.) It always says "Statistics saved". What does it save?
4.) Maybe add really expensive level 5 items (40-50k minerals each. Or add vespene to the cost as well?) This will make the game more interesting late game because you can continue to customize stuff and arent stuck with 200k minerals and equal stats as your opponent... Games rarely get to that point, but this would extend that point REALLY far
5.) Suggestion for use of vespene gas: Ability upgrades? Unique items?
6.) Give the wraith 25-50 more health? *puppy-eyes*
7.) If creeps kill someone, dont let a player get the kill (unless the player is still alive and attacked the dying player within the last 5 seconds)
I'll come back with more once i remember my ridiculously long list... Also, if you have the time, mind explaining why you disagree with any points i have stated, if you disagree with them? Just wanna know :) Thx.
Replay recording is enabled. I'll check that out, sure it isn't in some subfolder somewhere?
I agree, that's an oversight on my part. Pilot vision is gone.
Right now the only saved stat is unit kills, displayed on your unit's info pane.
I disagree with adding more expensive items right now. I feel that the problem is my income model. This is my current income model;
Any income model I make must support playstyles that don't require you to kill things. I want this so that pure healer or supporter styles are available for play.
I plan for vespene to be used for 1-time units that will make their way towards the enemy base. I'm trying to add this in the next version. Ability upgrades for vespene does sound rather fetching though...
I perhaps did go a little overboard with nerfing the wraith's hp.
The kill system right now is that the game records who has hit who and saves it to a variable. When that player dies, the person who scored the last hit will be credited. I'll probably look to a more powerful system whereby the game records who has done the most damage to you, and credits that person. I had a hell of a lot of complaints in the past about the previous "Last hit, kill" score system because the AI marines seem to be completely adept at killstealing.
Im bored, i'll try and get you a working kill credit system. Halfway through already anyway ;) Hope it'll prove useful. Be back in a couple of minutes with it.
Do you always get everything your own way?
About the Wraith/Fighters: Is there something that makes Air units have shorter range than Ground? Felt like this yesterday when I had my Wraith vs a Hellion (both with missiles), the Hellion would fire the instant I got within the 10 range but the Wraith still had to close the gap and would spend 1-2 seconds decellerating before it got a shot off, and in some cases wasn't able to get a shot off whereas the Hellion was.
I think that removing a weapon slot from them might have been a mistake too since a single Drone is going to be pretty worthless. Their HP is fine for what they are (super-fast hit+run fighters), would prefer seeing them excel in that role rather than just end up being a flying mech.
I don't want a huge health boost. 25-50 is enough. Wraith just dies way to fast in comparison to all other vehicles. I tried playing siege tank as my first vehicle, and i die rarely early game. Wraith just gets owned by everything... i and my ally (raven) TOGETHER couldn't take out a lone siege tank because in comparison to us, it had way too much health to kill before we died. The raven at least has 150 shields, which makes it have a third more total health than the wraith...
Edit: Done with the kill system. Copy the triggers and variables, i left comments inside to explain what i do, and i hopefully didn't miss anything.
Copy triggers and variables, then use the "killing player" variable for whatever you need. Hope you find it useful :)
Also, if anyone else wants to use it... Feel free.
sc2 mapster file system is completely broken for me. I can't see any images on the site, nor download any files. Would you mind uploading it somewhere else? Dropbox for example.
I shouldn't reveal too much about the inner workings of the map, but the way my system handles death is a little... different than most. Very sneaky.
Sneaky, eh?
.*You see a DT following everyone around with a clipboard and marking deaths on it*
Sent you a PM with a link to the triggers ;)
Made a pretty nifty system for replacing dead turrets. I don't plan to allow landing towers to be replaceable. If this goes well I'll expand upon it. I'll upload today. There's various small changes and bug fixes that'll come along with the turret change.
I'll always be making one step at a time with updates to avoid issues I've had in the past with making too many changes too soon. If this goes well, I'll allow turrets to be upgradeable for vespene, neutral turret build locations and/or perhaps a huge artillery turret that is built in your base costing around 3000 vespene. Basically a game ender that will shell enemy buildings. Shall see. Right now I'll leave it at replacing dead turrets.
Turrets are also weaker, but scale over time like infantry. This should improve early game play, I hope. I've also lowered the income a little to extend the midgame. I'm hoping that the combination of weaker but scaling turrets and extended midgame will solve a few issues.
You can build on enemy turret slots. This is quite intentional and I don't plan to change it.
I'm from Canada and would like to play this map (I have a US copy of the game)...Anyone mind uploading this on BNET or on SC2mapster?
hurg.. bombs are still being shot down. in what country do you live where your main weapon versus airstrikes is an MG?
its noble of you that your income system wants to support healer, but a time based everyone gets the same isnt solving the issue. if the killmoney would be greater than the time based income.. then it might work. right now its like making every lvl3 weapons free on 15 minute mark.
Posting in epic thread.
And also, Is it just me, or is there some lag in the map?. I was playing other custom maps just fine, but I noticed some lag with Catalyst.
I make heavy use of decals. They cause a surprising amount of lag. They aren't displayed if you set your graphics to low, which should fix this.
I don't really want to remove the decals, as I quite like them.
There's also an insane amount of triggers. Could potentially be those!